;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
20      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Damming the Nile,   4,-2,  Eng, Plu, 3, 4    ; AFl
Manufacturing,      5, 1,  Met, nil, 0, 3    ; Alp
Assembly Lines,     3,-2,  Aut, Eng, 3, 0    ; Amp
Firearms,           4, 1,  Alp, nil, 1, 3    ; Ast
Breechloaders,      4,-1,  Ast, nil, 2, 3    ; Ato
Automobile,         6,-1,  Ind, nil, 3, 4    ; Aut
Chain Stores,       4, 1,  Lit, Tra, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Clipper Ships,      6,-1,  Rob, nil, 0, 4    ; Bro
Coptic Religion,    5, 0,  X4,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  nil, nil, 1, 3    ; Che
Mountain Guns,      4,-2,  Met, Ast, 1, 0    ; Chi
Machine Guns,       4, 1,  Feu, San, 0, 2    ; CoL
Populism,           5,-1,  Lit, nil, 3, 0    ; CA 
Catholicism,        5,-1,  X4,  nil, 2, 4    ; Cmb
Constit. Monarchy,  5, 0,  Mon, CA,  2, 2    ; Cmn
Arms Race,          4, 1,  Amp, Min, 3, 4    ; Cmp
Once Removed,       7,-1,  no,  nil, 2, 0    ; Csc
Twice Removed,      4, 0,  no,  no,  0, 4    ; Cst
Advanced Banking,   4, 0,  Ban, Cmn, 2, 1    ; Cor
Not Moslem,         4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  Wri, nil, 2, 4    ; E1 
MODERNSTYLE,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  RR,  nil, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Artillery,          4,-1,  Chi, Ato, 0, 0    ; Feu
Early Flight,       4,-1,  AFl, Aut, 2, 4    ; Fli
Fundamentalism,     3,-2,  Mas, nil, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Spaced Formation,   3, 2,  NF,  nil, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  Alp, nil, 2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Islam,              4, 1,  X4,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Wri, nil, 0, 3    ; Mat
Mass Transit,       4, 0,  RR,  Aut, 1, 1    ; Med
Metallurgy,         6,-2,  nil, nil, 1, 0    ; Met
Modern Ironclads,   4, 1,  Bro, Ato, 3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Monotheism,         5, 1,  no,  nil, 1, 2    ; MT 
Mysticism,          4, 0,  nil, nil, 0, 2    ; Mys
Universal Education,6,-1,  Lit, San, 1, 1    ; Nav
White Man's Burden, 6,-2,  Nav, X1,  3, 3    ; NF 
N/A,                3, 0,  no,  no,  3, 3    ; NP 
Social Darwinism,   6, 1,  X1,  Nav, 1, 2    ; Phi
Physics,            4,-1,  Mat, nil, 1, 3    ; Phy
Telegraph,          4, 1,  E1,  Phy, 3, 4    ; Pla
Plumbing,           4, 0,  Bri, Met, 1, 4    ; Plu
Radio,              4, 0,  Pla, nil, 0, 2    ; PT 
Special Relativity, 4, 1,  Phy, nil, 0, 1    ; Pot
XRadio,             5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  Bri, Met, 2, 1    ; RR 
Quantum Theory,     2, 1,  Phy, E1,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Shipbuilding,       5,-2,  nil, nil, 3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Urbanization,       4, 2,  Ind, Plu, 2, 1    ; San
Ocean Liners,       4, 1,  Bro, Med, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Protestantism,      4,-1,  X4,  nil, 2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Portuguese Tech,    4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Mahdist Tech,       4,-1,  no,  no,  0, 0    ; War
Ethiopian Tech,     4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
20th Century Tech,  1, 0,  Pot, Rec, 3, 3    ; FT 
English Tech,       3, 0,  no,  no,  0, 0    ; U1 
French Tech,        3, 0,  no,  no,  0, 0    ; U2 
Italian Tech,       3, 0,  no,  no,  0, 0    ; U3 
European Origin,    3, 0,  Csc, nil, 0, 0    ; X1 
Not French,         3, 0,  no,  no,  0, 0    ; X2 
African Origin,     3, 0,  no,  no,  0, 0    ; X3 
Religious Techs,    3, 0,  Csc, nil, 0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    nil,
Garrison,                  4, 1,    Ast,
Railroad Station,          6, 1,    RR, 
Coptic Church,             4, 1,    Cer,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    Cmn,
City Walls,                8, 0,    nil,
Plumbing,                  8, 2,    Plu,
Five and Dime,            12, 3,    Ban,
Cathedral or Mosque,      12, 3,    no, 
University,               16, 3,    Lit,
Mass Transit,             16, 4,    Med,
Museum of Antiquities,    10, 4,    CA, 
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Amp,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    E1, 
Dam,                      24, 4,    AFl,
Nuclear Plant,            16, 2,    no, 
Major Bank,               16, 4,    Cor,
Territorial Governor,     12, 2,    San,
(Extra Growth),            8, 3,    no, 
Superhighways,            20, 5,    no, 
Public School,            16, 0,    Nav,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Cmp,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Rob,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Shipyards,                 8, 3,    Bro,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids and Sphinx,      20, 0,    nil,
Mahdist Fanaticism,       20, 0,    nil,
Djibouti's Port,          20, 0,    Rob,
Rudyard Kipling's Works,  20, 0,    NF, 
Great Library,            30, 0,    no, 
Ark of the Covenant,      30, 0,    nil,
Great Wall,               30, 0,    no, 
Warrior Culture,          30, 0,    nil,
Industrial Revolution,    30, 0,    Ind,
Diplomatic Corps,         30, 0,    no, 
Notre Dame,               40, 0,    nil,
Kebre Negast,             30, 0,    nil,
Suez Canal,               40, 0,    nil,
Rock-Hewn Churches,       30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
Foreign Legion Office,    40, 0,    nil,
Colosseo,                 40, 0,    nil,
The Asrat,                40, 0,    X3, 
Darwin's,                 40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eritrean Rock Paintings,  30, 0,    nil,
Women's Suffrage,         60, 0,    no, 
Aswan Dam,                60, 0,    AFl,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Marconi's Transmission,   60, 0,    PT, 
Holy Land,                60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids and Sphinx
nil,        ; Mahdist Fanaticism
nil,        ; Djibouti's Port
nil,        ; Rudyard Kipling's Works
no,         ; Great Library
nil,        ; Ark of the Covenant
Hor,        ; Great Wall
nil,        ; Warrior Culture
nil,        ; Industrial Revolution
nil,        ; Diplomatic Corps
nil,        ; Notre Dame
nil,        ; Kebre Negast
nil,        ; Suez Canal
nil,        ; Rock-Hewn Churches
Aut,        ; Leonardo's Workshop
nil,        ; Foreign Legion Office
nil,        ; Colosseo
nil,        ; The Asrat
nil,        ; Darwin's
nil,        ; Statue of Liberty
nil,        ; Eretrian Rock Paintings
nil,        ; Women's Suffrage
nil,        ; Aswan Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; Marconi's Transmission
nil,        ; Holy Land


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Workers,      Eng, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Euro Engineers,X3,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Eng, 000000000000000
Muslim Rifles,Cur, 0,  1.,0,  4a,3d,  1h,2f,  3,0,  1, Ato, 000000000000000
Italian Inf,  Gen, 0,  1.,0,  5a,4d,  1h,2f,  3,0,  1, U3,  000000000000000
Skirmishers,  U2,  0,  1.,0,  7a,5d,  1h,2f,  3,0,  0, Gen, 000000000000000
British Inf,  Gen, 0,  1.,0,  6a,3d,  1h,2f,  3,0,  0, U1,  000000000000000
British Inf,  Gen, 0,  1.,0,  5a,4d,  1h,2f,  3,0,  1, U1,  000000000000000
Boers,        no,  0,  2.,0,  7a,4d,  1h,2f,  4,0,  0, no,  000000000000000
Fanatics,     nil, 0,  1.,0,  4a,3d,  2h,1f,  2,0,  1, Fun, 000100000000000
Refugees,     nil, 0,  1.,0,  1a,1d,  2h,1f,  5,0,  1, Gue, 000001000000010
Eth Spears,   nil, 0,  2.,0,  2a,1d,  2h,1f,  1,0,  0, Whe, 000000000000000
French Inf,   Gen, 0,  1.,0,  5a,4d,  1h,2f,  3,0,  1, U2,  000000000000000
Portuguese Inf,Gen, 0,  1.,0,  6a,3d,  1h,2f,  3,0,  0, ToG, 000000000000000
Mahdist Spear,nil, 0,  1.,0,  2a,1d,  2h,1f,  2,0,  1, War, 000010000000000
Machine Gun,  nil, 0,  1.,0,  3a,6d,  1h,3f,  8,0,  1, CoL, 000000000000000
Eth Cavalry,  X1,  0,  3.,0,  5a,3d,  1h,2f,  6,0,  0, Ato, 000000000000000
Clipper Ship, Sea, 2,  7.,0,  0a,4d,  1h,1f, 12,2,  4, Bro, 000000000000000
Somali Spears,Tra, 0,  2.,0,  2a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Portuguese Cav,nil, 0,  2.,0,  6a,3d,  1h,2f,  6,0,  0, ToG, 000000000000000
Muslim Horse, Ato, 0,  3.,0,  4a,2d,  1h,1f,  5,0,  0, War, 000000000000000
Muslim Cav,   Cur, 0,  3.,0,  5a,2d,  1h,2f,  5,0,  0, Ato, 000000000000000
Italian Cav,  nil, 0,  2.,0,  6a,3d,  1h,2f,  6,0,  0, U3,  000000000000000
British Cav,  nil, 0,  2.,0,  6a,3d,  1h,2f,  6,0,  0, U1,  000000000000000
Foreign Legion,X2,  0,  1.,0,  6a,4d,  2h,2f,  3,0,  0, Gen, 000000000000000
Mountain Gun, nil, 0,  1.,0,  6a,2d,  2h,2f,  5,0,  0, Chi, 000000001000000
Artillery,    nil, 0,  1.,0,  8a,1d,  2h,2f,  6,0,  0, Feu, 000000001000000
Ascari,       nil, 0,  2.,0,  4a,2d,  1h,2f,  3,0,  0, U3,  000000000000000
Fortress,     nil, 0,  0.,0,  0a,9d,  2h,2f,  6,0,  1, no,  000000000000001
Italian Inf,  Gen, 0,  1.,2,  6a,3d,  1h,2f,  4,0,  0, U3,  000000000000000
Muslim Sword, nil, 0,  2.,0,  3a,2d,  2h,1f,  3,0,  0, War, 000000000000000
Portuguese Inf,Gen, 0,  1.,1,  5a,4d,  1h,2f,  4,0,  1, ToG, 000000000000000
Menelik II,   nil, 0,  3.,2,  6a,4d,  2h,2f, 16,0,  0, no,  000000000000001
French Cav,   nil, 0,  2.,0,  6a,3d,  1h,2f,  6,2,  0, U2,  000000000000000
Gen. Albertone,nil, 0,  2.,0,  7a,4d,  2h,2f, 40,3,  0, no,  000000000000001
Ras Alula,    nil, 0,  3.,0, 11a,6d,  2h,2f, 50,4,  0, no,  000000000000000
Old Boers Unit,nil, 0,  2.,0,  5a,3d,  1h,2f,  5,2,  0, no,  000000000000000
Ironclad,     Env, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, E2,  000000000000000
Wooden Frigate,Min, 2,  5.,0,  4a,3d,  2h,2f,  8,0,  2, Rob, 000000000000001
Frigate,      nil, 2,  7.,0,  6a,6d,  3h,2f,  8,0,  2, Min, 000000000000001
Battleship,   nil, 2,  6.,0,  8a,7d,  3h,2f, 10,0,  2, Min, 000000000000001
Dreadnought,  nil, 2,  5.,0, 12a,10d, 4h,2f, 16,0,  2, Cmp, 000000000000001
French Inf,   Gen, 0,  1.,0,  6a,3d,  1h,2f,  4,0,  0, U2,  000000000000000
Transport,    Bro, 2,  5.,0,  0a,4d,  2h,1f,  8,4,  4, Rob, 000000000000001
Steamer,      nil, 2,  8.,0,  0a,4d,  3h,1f,  8,4,  4, Sea, 000000000000000
General de Wet,nil, 0,  2.,1, 10a,6d,  2h,2f, 60,0,  0, no,  000000000000000
Gen. Benedetti,nil, 0,  2.,1,  8a,6d,  2h,2f, 50,0,  1, no,  000000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      Aut, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Aut, 000000000000010
Explorer,     nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  0, X1,  000001000000011
Eth Infantry, X1,  0,  2.,0,  5a,3d,  1h,2f,  4,0,  0, Ast, 000000000000000
Afri Engineer,X1,  2,  4.,0,  4a,2d,  2h,1f,  4,1,  2, Eng, 000000000000000
Scout Balloon,nil, 1,  4.,32,  0a,5d,  2h,2f,  8,0,  3, Fli, 100000000000000
Somali Spears,nil, 0,  1.,0,  1a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Warriors,     nil, 0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, no,  000000000000000
Tribesmen,    nil, 0,  2.,0,  1a,3d,  1h,1f,  4,0,  1, no,  000000000000000
Maneater Lion,nil, 0,  3.,0,  5a,5d,  4h,2f, 50,0,  0, no,  000000000001010
Eth Swordsmen,nil, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  1, Whe, 000000000000000
Eth Horse,    nil, 0,  3.,0,  3a,2d,  2h,1f,  4,0,  0, Whe, 000000000000000
Gen. Arimondi,nil, 0,  1.,0,  7a,4d,  2h,2f, 50,0,  0, no,  000000000000000
Gen. Dabormida,nil, 0,  2.,0,  7a,3d,  2h,2f, 45,0,  0, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       Negus,       Queen
Cst. Monarchy,  King,        Queen
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Menelik II,   Taitu,               0, 1, 1, Ethiopians,  Ethiopian,   0,  1,  1,     1, Ras, Ras, 2, Negus, Empress
Crispi,       Crispi,              0, 2, 3, Italians,    Italian,    -1, -1,  1,     5, Prime Minister, Prime Minister
Wm Gladstone, Wm. Gladstone,       0, 3, 0, English,     English,     1, -1,  1,     4, Archbishop, Archbishop, 6, President, President
Ahmed,        Ahmed,               1, 4, 0, Mahdists,    Mahdists,    0,  0,  1,     2, Mahdi, Mahdi
Loubet,       Loubet,              0, 5, 0, French,      French,     -1,  0,  1,     4, Reverend, Reverend, 5, Prime Minister, Prime Minister
Carlos,       Carlos,              1, 6, 0, Portugese,   Portuguese,  0,  1, -1,
Mohammed,     Mohammed,            0, 7, 0, Neutral Muslims,Muslim,      1,  1, -1,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, Doinkers,    Doink!,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful (++++)
Enthusiastic (+++)
Friendly (++)
Receptive (+)
Neutral
Uncooperative (-)
Icy (--)
Hostile (---)
Enraged (----)













